cover
Contact Name
Saeful Mizan
Contact Email
mizzhan46@gmail.com
Phone
+628563355944
Journal Mail Official
mizzhan46@gmail.com
Editorial Address
JL. WATUMIRING 29, RT/RW 002/001, Kel/Desa KAPAS, Kecamatan KAPAS
Location
Kab. tuban,
Jawa timur
INDONESIA
Elenor: Elementary School Journal
ISSN : -     EISSN : 2986366X     DOI : -
Core Subject : Education,
Jurnal ini bertujuan untuk mewadahi artikel-artikel hasil penelitian atau kajian analisis di bidang pendidikan dan pembelajaran di Sekolah Dasar. Ruang Lingkup meliputi: 1. Studi Pendidikan dan Pembelajaran pada Pendidikan Dasar (a. Ilmu Pengetahuan Alam; b. Ilmu Pengetahuan Sosial; c.Matematika; d. Pendidikan Pancasila dan kewarganegaraan; e. Bahasa Indonesia; f. Seni Budaya dan Prakarya; g.Pendidikan Jasmani Olahraga dan Kesehatan) 2. Kurikulum 3. Penilaian (Assesment) dan Evaluasi 4. Teknologi pendidikan 5. Perkembangan anak 6. Manajemen dan supervisi 7. Media Pembelajaran
Articles 30 Documents
VALIDASI E-BOOK BERWAWASAN KARAKTER PADA PEMBELAJARAN PPKN UNTUK SISWA KELAS VI SEKOLAH DASAR Christanty Rahayu; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.456

Abstract

At this time, education in Indonesia is based on the 2013 curriculum which prioritizes Strengthening Character Education (PPK). The purpose of this study in general is to develop a character-oriented E-Book in learning Civics for grade VI elementary schools, and specifically aims to describe the validity of the E-Book that has been developed. With the character-oriented E-Book, it is hoped that it can help teachers integrate character values in the learning process. The method used in this research is R&D (Reaserch and Development) using the ADDIE model. There are 5 stages of the ADDIE model, namely analyze, design, develop, implement, and evaluate. The data collection technique in this research is a questionnaire. The data collection instrument used is the validation sheet of material experts and media experts. The results of the validation test with experts obtained the criteria of "valid" with a percentage score obtained from material experts 92% and media experts 97%. Thus, E-Books with character insight are feasible and valid to be used as teaching materials for civic education Class VI Elementary Schools.
PENGEMBANGAN GAME INTERAKTIF BERBASIS KEARIFAN LOKAL UNTUK ANAK TUNAGRAHITA RINGAN DI SD INKLUSI Yulia Prasetya Sugiarti; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.457

Abstract

This study aims to develop interactive games on counting materials for mild mentally retarded students in Inclusion Elementary School and to determine the validity, practicality, and effectiveness of interactive games. The development is carried out using the ADDIE model which consists of 5 (five) stages, namely analyzing, designing, developing, implementing, and evaluating. The data collection instruments used were observation sheets, interview sheets, material expert validation sheets and media experts, teacher response questionnaire sheets, and student test sheets. The data analysis technique used is data observation, data interview, data validity analysis, data practicality analysis, and data effectiveness analysis. In this study, the results of material expert validation were 97% (valid) and media experts were 88% (valid). The results of the teacher response questionnaire were obtained with a percentage of 90% (very practical). And student test results showed very effective criteria used with individual completeness scores of 80% and 90%. The data generated from the validation, teacher responses and student tests show that the interactive games developed are feasible, very practical, and very effective to use.
VALIDASI MEDIA PERMAINAN HOPSCOTH BERBASIS PENDIDIKAN KARAKTER UNTUK SISWA KELAS III SEKOLAH DASAR Devi Ayu Mareta; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.458

Abstract

In schools the character education development program known as Strengthening Character Education (PPK) is still at the character introduction stage and has not been practiced well. This research aims to develop and validate character education-based hopscoth game media for third grade elementary school students. With the hopscoth game media, it is hoped that it will make it easier for students to understand the subject matter and can instill character values ​​so that they can be applied in everyday life. The method used in development research is the ADDIE model which consists of five stages, namely analyze, design, develop, implement, and evaluate. The product developed is a hopscoth game based on character education for third grade elementary school students. The data collection technique in this research is a questionnaire. The data collection instrument used was the validation sheet of material experts and media experts. The results of the calculation of the validation of the Hopscoth game media obtained 96% of material experts in the "valid" category and 87% from media experts in the "valid" category. These results indicate that the hopscoth game media is feasible and valid to be used for third grade elementary school students.
PENGEMBANGAN MEDIA (PAKAPIN) PAPAN KANTONG PINTAR BERBASIS LITERASI UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA KELAS IV SEKOLAH DASAR Ahmad Sholeh; Sri Cacik; Mega Puspita Sari; Gargarisna Diputra
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.459

Abstract

Technological developments have a negative impact on students' motivation and learning outcomes. Media Pakapin (Papan Kantong Pintar) literacy-based aims to increase student motivation and learning outcomes. The method used in the Pakapin media development research is the ADDIE model, namely Analysis, Design, Develop, Implement, and Evaluate. The research subject is in grade 4 elementary school. The research was carried out on 30 May 2022. The research instruments were interviews, observations, tests, and validations. The analysis technique used is validity test, practicality test, and effectiveness test. The results of media validation to expert validators, namely media experts and material experts to determine the feasibility of the media and obtained the results of the assessment from 2 validators with an average score of 4.6 so that the media was declared feasible. The results of the effectiveness of students were assessed from the results of the motivational assessment and question sheets with a final count system using the N-Gain technique, the score obtained a motivational result of 0.9 and student learning outcomes of 0.79 so that Pakapin media was declared effective. The results of practicality assessed by the appraiser obtained a result of 90 so that Pakapin media was declared practical. From the results of this research, it can be concluded that the development of literacy-based Pakapin media can affect the improvement of students' motivation and learning outcomes.
KEVALIDAN MEDIA PERMAINAN PAES-SLE BERBASIS PENDIDIKAN KARAKTER PADA ANAK TUNAGRAHITA DI SD INKLUSI NISAA OKTIA SAPUTRI NISAA; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.463

Abstract

Penelitian ini merupakan penelitian dan pengembangan (Research and Development) yang bertujuan untuk mengembangkan media permainan PAES-SLE (papan estafet susun puzzle) berbasis pendidikan karakter pada anak tunagrahita di SD Inklusi, serta untuk mengetahui kevalidan/kelayakan dari media permainan tersebut. Intrumen pengumpulan data yang digunakan dalam penelitian dan pengembangan ini adalah lembar pedoman wawancara dan observasi, lembar validasi ahli media dan ahli pendidikan karakter. Teknik analisis data yang digunakan adalah data wawancara, data observasi, dan data kevalidan. Berdasarkan uji validasi pengembangan media permainan ini yaitu valid/layak dengan presentase untuk ahli media adalah 96,67% dan ahli pendidikan karakter adalah 90%. Dan telah dilakukan revisi pada media permainan ini sehingga dapat diuji cobakan di lapangan. Data dari hasil validasi, menunjukkan bahwa pengembangan media permainan PAES-SLE (papan estafet susun puzzle) berbasis pendidikan karakter pada anak tunagrahita di SD Inklusi adalah valid/layak untuk digunakan
KELAYAKAN GAME STUDY AND FUN BERBASIS PENDIDIKAN KARAKTER UNTUK ANAK TUNAGRAHITA DI SD INKLUSI Aris Sri Yulian; Wendri Wiratsiwi
ELENOR: Elementary School Journal Vol 1 No 1 (2022)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i1.476

Abstract

Pendidikan karakter dipilih sebagai suatu upaya perwujudan pembentukan karakter peserta didik ataupun generasi bangsa yang berakhlak mulia. Demikian pula bagi siswa tunagrahita yang ada di SD Inklusi, mereka juga membutuhkan pendidikan karakter dengan pelayanan khusus. Penelitian ini bertujuan untuk mengembangkan game study and fun berbasis pendidikan karakter dan untuk mengetahui tingkat kelayakan terhadap pengembangan game tersebut. Pengembangan game study and fun berbasis pendidikan karakter ini menggunakan metode Reaserch and Development (R&D) yang terdiri dari 5 tahap yaitu analyze, design, develop, implement, dan evaluate. Pada penelitian ini teknik pengumpulan data yang digunakan adalah angket. Instrumen pengumpulan data meliputi lembar validasi ahli media dan ahli Pendidikan karakter. Hasil penilaian terhadap tingkat kelayakan dari ahli media sebesar 93,33% dan ahli Pendidikan karakter sebesar 89,44% dengan kriteria “valid”. Dari hasil penilaian tersebut, maka pengembangan game study and fun layak dan valid digunakan sebagai media pembelajaran tentang Pendidikan karakter.
ANALISIS KELAYAKAN MODUL TEMATIK BAGI SISWA KELAS 1 SDN WANGI I JATIROGO Arik Umi Pujiastuti
ELENOR: Elementary School Journal Vol 1 No 2 (2023)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i2.681

Abstract

Teaching materials are an important component in learning activities. One type of teaching material is a learning module that is used by students to study independently. The learning module contains clear instructions and components. In elementary school, it was found that the teaching materials used were textbooks from the government. Therefore, the aim of the research is to develop a thematic module for grade 1 of elementary school. This research is development research using 4-D model. The feasibility of the developed module is seen from 3 aspects, namely material, language, and design. The average score for stage 1 material aspects was 2.66 or 66.67% and experienced an increase in stage 2 to 3.33 or 83.33%. The average score for the language aspect in stage 1 is 3 or 81.25% and increases to 4 or 100% in stage 2. The average score for the design aspect in stage 1 is 2.23 or 55.75% and increases to 4 or 100% in stage 2. Based on the score obtained, the developed module is very feasible to implement.
PENINGKATAN HASIL BELAJAR SISWA PADA MATERI PENGURANGAN MELALUI MEDIA PATAMA PORTABEL DI KELAS I SD Suli Indriya; Nur Atikoh
ELENOR: Elementary School Journal Vol 1 No 2 (2023)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i2.724

Abstract

Basic competence of grade I SD students is expected to be able to reduce whole numbers up to 99. However, in reality there are 67% of grade 1 students in SD who still have difficulty working on pre-cycle question subtraction material. This reflection produced alternative problem solving using portable PATAMA media. Improving learning the researchers carried out cycle I and cycle II. Subjects this study were grade 1 students of SD Modern El Mumtaz, Tuban Regency with a total 9 students. Data acquisition techniques through planning, observation, implementation and reflection. Then analyze the data through quantitative and qualitative techniques. Cycle I, data on student learning outcomes was obtained, namely there were 6 students whose scores were higher than KKM 68 with an average score 78.33. And there were 3 students whose scores below the KKM with an average score 60. Cycle II there was an increase in student learning outcomes, where 8 students had scores higher than KKM, with an average score 92.5. And 1 student whose score is below KKM with an average score 60. Results this study it can be concluded that using portable PATAMA media can improve the learning outcomes of 1st grade elementary school students. Keywords: Learning Outcomes, Portable PATAMA, Subtraction.
ANALISIS KESESUAIAN LKPD DENGAN MODEL PROBLEM BASED LEARNING DI SDN BARENG 1 MALANG Nita Retno Wahyuningati; Saeful Mizan
ELENOR: Elementary School Journal Vol 1 No 2 (2023)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i2.822

Abstract

The purpose of this development research is to Describe the suitability of the Learner Activity Sheet (LKPD) with the Problem Based Learning model. The research method used in this LKPD analysis is descriptive-analytical method. Data collection in this study was carried out by analyzing the LKPD designed by teachers in elementary schools and then analyzed using the PBL model suitability instrument. Based on the results of the analysis that has been carried out using the anggket instrument, it can be seen that the 4th Grade Mathematics LKPD Fraction Material SDN Bareng 1 Malang has achieved 100% suitability so that it can be said that the LKPD is in accordance with the learning model. Grade 5 Mathematics LKPD Semester 1 has not met the suitability criteria of 60%, so that the LKPD is not in accordance with the learning model. LKPD Grade 4 Mathematics Flat Building Perimeter Material has met a percentage of 100%, so it can be seen that the LKPD developed is in accordance with the learning model.
PENGEMBANGAN MEDIA INTERAKTIF QUIZIZZ BERBASIS LITERASI DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA KELAS IV Diyarotun Nahara; Novialita Angga Wiratama
ELENOR: Elementary School Journal Vol 1 No 2 (2023)
Publisher : Prodi PGSD Universitas PGRI Ronggolawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55719/elenor.v1i2.842

Abstract

The rapid development of technology has brought about convenience in various aspects. Especially in the field of education, which can provide convenience for educators and learners. A technology in education can be implemented in the utilization of instructional media as a tool to facilitate the achievement of learners' learning outcomes. Through technology-based instructional media, educators can provide convenience and practicality in conveying insights during a learning process. This study employs the ADDIE study methodology, which comprises five stages: analyze, design, development, implementation, and evaluation. From the validation results, the following percentages were obtained: content experts with 96%, media experts with 88%, and language experts with 95%. In the effectiveness test, the data of fourth-grade students at Sumurpule Elementary School were obtained. Prior to the intervention, the average score was 52, and following the intervention, the average score increased to 82. Additionally, the attractiveness assessment yielded a percentage score of 95%. From the validation testing, it can be concluded that the product can be used without revisions. In the effectiveness test, the final scores showed an improvement, indicating that the product is effective for use. In terms of attractiveness, it achieved a percentage of 95%, signifying that the product is highly appealing.

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